# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
@cultural_maa_extra_ai_score = 80 # Equivalent to having 8 extra regiments beyond what the code scoring would indicate (see NEGATIVE_SCORE_PER_EXISTING_REGIMENT)

# Must be synced between files with the values located at "# Provisions Costs #".
@provisions_cost_infantry_cheap = 3
@provisions_cost_infantry_moderate = 7
@provisions_cost_infantry_expensive = 12
@provisions_cost_infantry_bankrupting = 15

@provisions_cost_cavalry_cheap = 7
@provisions_cost_cavalry_moderate = 15
@provisions_cost_cavalry_expensive = 21
@provisions_cost_cavalry_bankrupting = 30

@provisions_cost_special_cheap = 6
@provisions_cost_special_moderate = 12
@provisions_cost_special_expensive = 18
@provisions_cost_special_bankrupting = 24

#PIKES & SPEARS
dragon_spears = {
	type = pikemen

	damage = 22
	toughness = 32
	pursuit = 0
	screen = 10

	terrain_bonus = {
		urban = { toughness = 10 }
		forest = { screen = 10 }
		plains = { screen = 10 }
		taiga = { screen = 5 }
		cloudforest = { screen = 5 }
		mountains = { toughness = -5 }
		the_bog = { toughness = -10 }
		desert = { toughness = -10 }
		desert_mountains = { toughness = -10 }
		drylands = { toughness = -10 }
		canyon = { toughness = -10 }
		steppe = { toughness = -10 }
		taiga_bog = { toughness = -10 }
		glacier = { toughness = -10 }
		frozen_flats = { toughness = -10 }

		majorroad_urban = { toughness = 10 }
		minorroad_urban = { toughness = 10 }
		majorroad_forest = { screen = 10 }
		minorroad_forest = { screen = 10 }
		majorroad_plains = { screen = 10 }
		minorroad_plains = { screen = 10 }
		majorroad_taiga = { screen = 5 }
		minorroad_taiga = { screen = 5 }
		majorroad_cloudforest = { screen = 5 }
		minorroad_cloudforest = { screen = 5 }
		majorroad_mountains = { toughness = -5 }
		minorroad_mountains = { toughness = -5 }
		majorroad_the_bog = { toughness = -10 }
		minorroad_the_bog = { toughness = -10 }
		majorroad_desert = { toughness = -10 }
		minorroad_desert = { toughness = -10 }
		majorroad_desert_mountains = { toughness = -10 }
		minorroad_desert_mountains = { toughness = -10 }
		majorroad_drylands = { toughness = -10 }
		minorroad_drylands = { toughness = -10 }
		majorroad_canyon = { toughness = -10 }
		minorroad_canyon = { toughness = -10 }
		majorroad_steppe = { toughness = -10 }
		minorroad_steppe = { toughness = -10 }
		majorroad_taiga_bog = { toughness = -10 }
		minorroad_taiga_bog = { toughness = -10 }
		majorroad_glacier = { toughness = -10 }
		minorroad_glacier = { toughness = -10 }
		majorroad_frozen_flats = { toughness = -10 }
		minorroad_frozen_flats = { toughness = -10 }
	}
	
	winter_bonus = {
		normal_winter = { damage = -4 toughness = -4 }
		harsh_winter = { damage = -8 toughness = -8 }
	}

	counters = {
		light_cavalry = 1
		heavy_cavalry = 2
		camel_cavalry = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_dragon_spears }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	buy_cost = { gold = pikemen_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = pikemen_low_maint_cost_normal }
	high_maintenance_cost = { gold = pikemen_high_maint_cost_normal }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 100

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = dragon_spears
}

iron_pikes = {
	type = pikemen

	damage = 24
	toughness = 30
	pursuit = 0
	screen = 10

	terrain_bonus = {
		hills = { toughness = 10 }
		urban = { toughness = 10 }		
		highlands = { toughness = 5 }		
		steppe = { toughness = -5 }		
		taiga = { toughness = -5 }		
		taiga_bog = { toughness = -5 }		
		the_bog = { toughness = -10 }		
		desert = { toughness = -10 }		
		desert_mountains = { toughness = -10 }		
		drylands = { toughness = -10 }		
		canyon = { toughness = -10 }		
		glacier = { toughness = -10 }		
		frozen_flats = { toughness = -10 }		
		
		majorroad_hills = { toughness = 10 }
		minorroad_hills = { toughness = 10 }
		majorroad_urban = { toughness = 10 }
		minorroad_urban = { toughness = 10 }
		majorroad_highlands = { toughness = 5 }
		minorroad_highlands = { toughness = 5 }
		majorroad_steppe = { toughness = -5 }
		minorroad_steppe = { toughness = -5 }
		majorroad_taiga = { toughness = -5 }
		minorroad_taiga = { toughness = -5 }
		majorroad_taiga_bog = { toughness = -5 }
		minorroad_taiga_bog = { toughness = -5 }
		majorroad_the_bog = { toughness = -10 }
		minorroad_the_bog = { toughness = -10 }
		majorroad_desert = { toughness = -10 }
		minorroad_desert = { toughness = -10 }
		majorroad_desert_mountains = { toughness = -10 }
		minorroad_desert_mountains = { toughness = -10 }
		majorroad_drylands = { toughness = -10 }
		minorroad_drylands = { toughness = -10 }
		majorroad_canyon = { toughness = -10 }
		minorroad_canyon = { toughness = -10 }
		majorroad_glacier = { toughness = -10 }
		minorroad_glacier = { toughness = -10 }
		majorroad_frozen_flats = { toughness = -10 }
		minorroad_frozen_flats = { toughness = -10 }
	}
	
	winter_bonus = {
		normal_winter = { damage = 2 toughness = 2 }
		harsh_winter = { damage = 4 toughness = 4 }
	}

	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_iron_pikes }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	buy_cost = { gold = pikemen_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = pikemen_low_maint_cost_normal }
	high_maintenance_cost = { gold = pikemen_high_maint_cost_normal }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 100
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = iron_pikes
}

dread_spears = {
	type = pikemen

	damage = 22
	toughness = 28
	pursuit = 0
	screen = 10

	terrain_bonus = {

		steppe = { toughness = 10 }
		taiga = { toughness = 10 }
		taiga_bog = { toughness = 10 }
		hills = { toughness = 10 }
		mountains = { toughness = 10 }
		forest = { toughness = 5 }
		wetlands = { toughness = 5 }
		cloudforest = { toughness = 5 }
		oasis = { toughness = -5 }
		desert_mountains = { toughness = -5 }
		glacier = { toughness = -5 }
		frozen_flats = { toughness = -5 }
		desert = { toughness = -10 }
		drylands = { toughness = -10 }
		canyon = { toughness = -10 }

		majorroad_steppe = { toughness = 10 }
		majorroad_taiga = { toughness = 10 }
		majorroad_taiga_bog = { toughness = 10 }
		majorroad_hills = { toughness = 10 }
		majorroad_mountains = { toughness = 10 }
		majorroad_forest = { toughness = 5 }
		majorroad_wetlands = { toughness = 5 }
		majorroad_cloudforest = { toughness = 5 }
		majorroad_oasis = { toughness = -5 }
		majorroad_desert_mountains = { toughness = -5 }
		majorroad_glacier = { toughness = -5 }
		majorroad_frozen_flats = { toughness = -5 }
		majorroad_desert = { toughness = -10 }
		majorroad_drylands = { toughness = -10 }
		majorroad_canyon = { toughness = -10 }
		minorroad_steppe = { toughness = 10 }
		minorroad_taiga = { toughness = 10 }
		minorroad_taiga_bog = { toughness = 10 }
		minorroad_hills = { toughness = 10 }
		minorroad_mountains = { toughness = 10 }
		minorroad_forest = { toughness = 5 }
		minorroad_wetlands = { toughness = 5 }
		minorroad_cloudforest = { toughness = 5 }
		minorroad_oasis = { toughness = -5 }
		minorroad_desert_mountains = { toughness = -5 }
		minorroad_glacier = { toughness = -5 }
		minorroad_frozen_flats = { toughness = -5 }
		minorroad_desert = { toughness = -10 }
		minorroad_drylands = { toughness = -10 }
		minorroad_canyon = { toughness = -10 }
	}
	
	winter_bonus = {
		normal_winter = { damage = 8 toughness = 8 }
		harsh_winter = { damage = 4 toughness = 4 }
	}

	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
		heavy_infantry = 1
	}

	can_recruit = {
		has_title = title:b_the_dreadfort
	}

	buy_cost = { gold = pikemen_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = pikemen_low_maint_cost_normal }
	high_maintenance_cost = { gold = pikemen_high_maint_cost_normal }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 100
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = dread_spears
}

vale_pikes = {
	type = pikemen

	damage = 20
	toughness = 30
	pursuit = 0
	screen = 10

	terrain_bonus = {

		mountains = { toughness = 10 }
		hills = { toughness = 10 }
		farmlands = { toughness = 10 }
		forest = { toughness = 5 }
		highlands = { toughness = 5 }
		glacier = { toughness = -5 }
		taiga_bog = { toughness = -5 }
		the_bog = { toughness = -10 }
		steppe = { toughness = -10 }
		desert = { toughness = -10 }
		desert_mountains = { toughness = -10 }
		drylands = { toughness = -10 }
		canyon = { toughness = -10 }
		frozen_flats = { toughness = -10 }

		majorroad_mountains = { toughness = 10 }
		majorroad_hills = { toughness = 10 }
		majorroad_farmlands = { toughness = 10 }
		majorroad_forest = { toughness = 5 }
		majorroad_highlands = { toughness = 5 }
		majorroad_glacier = { toughness = -5 }
		majorroad_taiga_bog = { toughness = -5 }
		majorroad_the_bog = { toughness = -10 }
		majorroad_steppe = { toughness = -10 }
		majorroad_desert = { toughness = -10 }
		majorroad_desert_mountains = { toughness = -10 }
		majorroad_drylands = { toughness = -10 }
		majorroad_canyon = { toughness = -10 }
		majorroad_frozen_flats = { toughness = -10 }
		minorroad_mountains = { toughness = 10 }
		minorroad_hills = { toughness = 10 }
		minorroad_farmlands = { toughness = 10 }
		minorroad_forest = { toughness = 5 }
		minorroad_highlands = { toughness = 5 }
		minorroad_glacier = { toughness = -5 }
		minorroad_taiga_bog = { toughness = -5 }
		minorroad_the_bog = { toughness = -10 }
		minorroad_steppe = { toughness = -10 }
		minorroad_desert = { toughness = -10 }
		minorroad_desert_mountains = { toughness = -10 }
		minorroad_drylands = { toughness = -10 }
		minorroad_canyon = { toughness = -10 }
		minorroad_frozen_flats = { toughness = -10 }
	}
	
	winter_bonus = {
		normal_winter = { damage = 4 toughness = 4 }
		harsh_winter = { damage = 2 toughness = 2 }
	}	

	counters = {
		light_cavalry = 1
		heavy_cavalry = 2
		camel_cavalry = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_vale_pikes }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	buy_cost = { gold = pikemen_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = pikemen_low_maint_cost_normal }
	high_maintenance_cost = { gold = pikemen_high_maint_cost_normal }
	provision_cost = @provisions_cost_infantry_cheap

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = vale_pikes
}

westerland_billmen = {
	type = pikemen

	damage = 24
	toughness = 26
	pursuit = 0
	screen = 0

	terrain_bonus = {

		hills = { pursuit = 10 }
		highlands = { pursuit = 10 }
		forest = { pursuit = 10 }
		mountains = { pursuit = 5 }
		cloudforest = { pursuit = 5 }
		steppe = { pursuit = -5 }
		taiga = { pursuit = -5 }
		taiga_bog = { pursuit = -5 }
		the_bog = { pursuit = -10 }
		desert = { pursuit = -10 }
		desert_mountains = { pursuit = -10 }
		drylands = { pursuit = -10 }
		canyon = { pursuit = -10 }
		glacier = { pursuit = -10 }
		frozen_flats = { pursuit = -10 }

		majorroad_hills = { pursuit = 10 }
		majorroad_highlands = { pursuit = 10 }
		majorroad_forest = { pursuit = 10 }
		majorroad_mountains = { pursuit = 5 }
		majorroad_cloudforest = { pursuit = 5 }
		majorroad_steppe = { pursuit = -5 }
		majorroad_taiga = { pursuit = -5 }
		majorroad_taiga_bog = { pursuit = -5 }
		majorroad_the_bog = { pursuit = -10 }
		majorroad_desert = { pursuit = -10 }
		majorroad_desert_mountains = { pursuit = -10 }
		majorroad_drylands = { pursuit = -10 }
		majorroad_canyon = { pursuit = -10 }
		majorroad_glacier = { pursuit = -10 }
		majorroad_frozen_flats = { pursuit = -10 }
		minorroad_hills = { pursuit = 10 }
		minorroad_highlands = { pursuit = 10 }
		minorroad_forest = { pursuit = 10 }
		minorroad_mountains = { pursuit = 5 }
		minorroad_cloudforest = { pursuit = 5 }
		minorroad_steppe = { pursuit = -5 }
		minorroad_taiga = { pursuit = -5 }
		minorroad_taiga_bog = { pursuit = -5 }
		minorroad_the_bog = { pursuit = -10 }
		minorroad_desert = { pursuit = -10 }
		minorroad_desert_mountains = { pursuit = -10 }
		minorroad_drylands = { pursuit = -10 }
		minorroad_canyon = { pursuit = -10 }
		minorroad_glacier = { pursuit = -10 }
		minorroad_frozen_flats = { pursuit = -10 }
	}
	
	winter_bonus = {
		normal_winter = { damage = -4 toughness = -4 }
		harsh_winter = { damage = -8 toughness = -8 }
	}

	counters = {
		light_cavalry = 1
		heavy_cavalry = 2
		camel_cavalry = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_westerland_billmen }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	buy_cost = { gold = pikemen_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = pikemen_low_maint_cost_normal }
	high_maintenance_cost = { gold = pikemen_high_maint_cost_normal }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 100
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = westerland_billmen
}

storm_pikes = {
	type = pikemen

	damage = 22
	toughness = 28
	pursuit = 0
	screen = 10

	terrain_bonus = {

		cloudforest = { damage = 10 }
		hills = { toughness = 10 }
		mountains = { toughness = 10 }
		forest = { damage = 5 }
		taiga = { damage = 5 }
		wetlands = { damage = 5 }
		desert = { toughness = -5 }
		desert_mountains = { toughness = -5 }
		drylands = { toughness = -5 }
		canyon = { toughness = -5 }
		steppe = { toughness = -5 }
		taiga_bog = { toughness = -5 }
		the_bog = { toughness = -10 }
		glacier = { toughness = -10 }
		frozen_flats = { toughness = -10 }

		majorroad_cloudforest = { damage = 10 }
		majorroad_hills = { toughness = 10 }
		majorroad_mountains = { toughness = 10 }
		majorroad_forest = { damage = 5 }
		majorroad_taiga = { damage = 5 }
		majorroad_wetlands = { damage = 5 }
		majorroad_desert = { toughness = -5 }
		majorroad_desert_mountains = { toughness = -5 }
		majorroad_drylands = { toughness = -5 }
		majorroad_canyon = { toughness = -5 }
		majorroad_steppe = { toughness = -5 }
		majorroad_taiga_bog = { toughness = -5 }
		majorroad_the_bog = { toughness = -10 }
		majorroad_glacier = { toughness = -10 }
		majorroad_frozen_flats = { toughness = -10 }
		minorroad_cloudforest = { damage = 10 }
		minorroad_hills = { toughness = 10 }
		minorroad_mountains = { toughness = 10 }
		minorroad_forest = { damage = 5 }
		minorroad_taiga = { damage = 5 }
		minorroad_wetlands = { damage = 5 }
		minorroad_desert = { toughness = -5 }
		minorroad_desert_mountains = { toughness = -5 }
		minorroad_drylands = { toughness = -5 }
		minorroad_canyon = { toughness = -5 }
		minorroad_steppe = { toughness = -5 }
		minorroad_taiga_bog = { toughness = -5 }
		minorroad_the_bog = { toughness = -10 }
		minorroad_glacier = { toughness = -10 }
		minorroad_frozen_flats = { toughness = -10 }
	}

	
	winter_bonus = {
		normal_winter = { damage = -4 toughness = -4 }
		harsh_winter = { damage = -8 toughness = -8 }
	}

	counters = {
		light_cavalry = 1
		heavy_cavalry = 2
		camel_cavalry = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_storm_pikes }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	buy_cost = { gold = pikemen_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = pikemen_low_maint_cost_normal }
	high_maintenance_cost = { gold = pikemen_high_maint_cost_normal }
	provision_cost = @provisions_cost_infantry_cheap

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = storm_pikes
}

reach_pikes = {
	type = pikemen

	damage = 20
	toughness = 32
	pursuit = 0
	screen = 8

	terrain_bonus = {

		cloudforest = { damage = 10 }
		hills = { toughness = 10 }
		mountains = { toughness = 10 }
		forest = { damage = 5 }
		taiga = { damage = 5 }
		wetlands = { damage = 5 }
		desert = { toughness = -5 }
		desert_mountains = { toughness = -5 }
		drylands = { toughness = -5 }
		canyon = { toughness = -5 }
		steppe = { toughness = -5 }
		taiga_bog = { toughness = -5 }
		the_bog = { toughness = -10 }
		glacier = { toughness = -10 }
		frozen_flats = { toughness = -10 }

		majorroad_cloudforest = { damage = 10 }
		majorroad_hills = { toughness = 10 }
		majorroad_mountains = { toughness = 10 }
		majorroad_forest = { damage = 5 }
		majorroad_taiga = { damage = 5 }
		majorroad_wetlands = { damage = 5 }
		majorroad_desert = { toughness = -5 }
		majorroad_desert_mountains = { toughness = -5 }
		majorroad_drylands = { toughness = -5 }
		majorroad_canyon = { toughness = -5 }
		majorroad_steppe = { toughness = -5 }
		majorroad_taiga_bog = { toughness = -5 }
		majorroad_the_bog = { toughness = -10 }
		majorroad_glacier = { toughness = -10 }
		majorroad_frozen_flats = { toughness = -10 }
		minorroad_cloudforest = { damage = 10 }
		minorroad_hills = { toughness = 10 }
		minorroad_mountains = { toughness = 10 }
		minorroad_forest = { damage = 5 }
		minorroad_taiga = { damage = 5 }
		minorroad_wetlands = { damage = 5 }
		minorroad_desert = { toughness = -5 }
		minorroad_desert_mountains = { toughness = -5 }
		minorroad_drylands = { toughness = -5 }
		minorroad_canyon = { toughness = -5 }
		minorroad_steppe = { toughness = -5 }
		minorroad_taiga_bog = { toughness = -5 }
		minorroad_the_bog = { toughness = -10 }
		minorroad_glacier = { toughness = -10 }
		minorroad_frozen_flats = { toughness = -10 }
}
	
	winter_bonus = {
		normal_winter = { damage = -4 toughness = -4 }
		harsh_winter = { damage = -8 toughness = -8 }
	}

	counters = {
		light_cavalry = 2
		heavy_cavalry = 1
		camel_cavalry = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_reach_pikes }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	buy_cost = { gold = pikemen_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = pikemen_low_maint_cost_normal }
	high_maintenance_cost = { gold = pikemen_high_maint_cost_normal }
	provision_cost = @provisions_cost_infantry_cheap

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = reach_pikes
}